The_Universe
First Post
I was talking to one of my players the other day, and the conversation turned to how much of my homebrew campaign world design was based on things that I had consciously planned, and how much of it was simply decided when certain issues came up, or based on player action.
For me, about half of my world is based on my conscious designs - NPCs that I have always intended to be important, plot elements I wanted to bring in, locations and ideas that I fully intended to bring into the campaign before it began, or at least long before the player's could have had any effect on the idea. I call that "Proactive" campaign design - I'm creating stuff for them to find, independent of who their characters are and what they have done.
The other half is "Reactive." For instance, a character might ask about the history of an abandoned temple that I intended to be no more than ancillary to the story - as a result, it doesn't have any firm purpose or backstory. But, since the question has been asked, it must be answered (if you want to preserve verisimilitude in the world, that is). Thus, what was only supposed to be the place to find a couple of refugees suddenly becomes an ancient elven basilica, dedicated to a long forgotten god. The elves have not re-dedicated the temple to a new god, I decide, because calamity always seems to befall people who would remove the last bastion to this forgotten deity....blah blah blah.
The point is that that part of the game world didn't exist at all until the players asked - it was created reactively.
So, how much of your game world is created proactively? Reactively? Do you have a totally different way of thinking about such things?
Tell me about it!
For me, about half of my world is based on my conscious designs - NPCs that I have always intended to be important, plot elements I wanted to bring in, locations and ideas that I fully intended to bring into the campaign before it began, or at least long before the player's could have had any effect on the idea. I call that "Proactive" campaign design - I'm creating stuff for them to find, independent of who their characters are and what they have done.
The other half is "Reactive." For instance, a character might ask about the history of an abandoned temple that I intended to be no more than ancillary to the story - as a result, it doesn't have any firm purpose or backstory. But, since the question has been asked, it must be answered (if you want to preserve verisimilitude in the world, that is). Thus, what was only supposed to be the place to find a couple of refugees suddenly becomes an ancient elven basilica, dedicated to a long forgotten god. The elves have not re-dedicated the temple to a new god, I decide, because calamity always seems to befall people who would remove the last bastion to this forgotten deity....blah blah blah.
The point is that that part of the game world didn't exist at all until the players asked - it was created reactively.
So, how much of your game world is created proactively? Reactively? Do you have a totally different way of thinking about such things?
Tell me about it!
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